"I could argue back and forth forever, but what I really want to do as a developer, is to work on games in tiny, tiny teams. It means less compromise when it comes to design. It means more freedom when it comes to implementation."

"You can control time when you can see it." Things I like here: half-day resolution; tracking time as a group, rather than solo activity; the value of projects that may be numerically "over budget". Meetings as "0" is interesting; I'm not sure about that yet.

"The film was shot back through the earth's atmosphere in buckets that parachuted over the Pacific Ocean, where C-130 Air Force planes snagged them with grappling hooks." You cannot make this stuff up. Hexagon sounds phenomenal.

"Alien is a great example of the importance of seeing movies on big screen. For any director reliant on frequent long-takes, compositions naturally become less didactic: greater scope in field-of-vision grants greater freedom to the explorative viewer’s eye. For a filmmaker like Scott, compositions are so enlarged that it is as if the audience is looking at the film through a microscope." Cracking article on Alien over at MUBI.

“What Bella doesn’t know is that this is no ordinary home, and the Cullens are no ordinary family. By rescuing an innocent girl from where she fell, they have set her upon a path that could change all their lives for ever. And when Bella emerges from the other end of that path, she may find that things are not what she expected in… the Twilight Zone.” This is priceless.

"Yes, we could have started with the placeholder structures and made them more elaborate and better-looking, in a general video-game-level-design way, but that’s different from having well-thought-out ideas subtly embodied in the structures of the areas, which is what we are going for." The Witness used real architecture and landscape architecture firms to help design its world.

"The point isn't nostalgia, that things were better in simpler times, but that the conditions we create (deliberately or accidentally) for and around the practices we pursue have a tremendous influence on the ways we carry out those practices. In the case of computer programming in particular, the apparent benefits of speed, efficiency, accessibility, and other seemingly "obvious" positive virtues of technical innovation also hide lost virtues, which of course we then fail to see." Culture as a byproduct of conditions.

"So, as some of you may know, the old shrine got re-activated as a working shrine a few days ago, and the Church classroom cleared away for meditation and contemplation, led by Fa Zang (Rinpoche), the guy in the buddhist monk robe who has been doing a lot of sewing in the craft area recently." I love mailing lists. And this is a remarkable post.

20 December 2011

We talk a lot about the influence of architecture on game design. Indeed, it’s something Kill Screen asked me about in the original formulations for this column. We can all see the influence on games of a medium in which geometric form and structure is used to influence behavior and manipulate the movement of people through space. It feels like there’s an obvious comparison between architecture and the design of three-dimensional game levels.

But I think landscape gardening is perhaps a much more interesting comparison point for the structure of game spaces, and one that is oft-neglected.

Landscape architecture shapes the behavior and intent of its observers without walls or markers. Instead, it focuses on surprise and delight: as your eye follows the gentle slope of a path down to a lake, it should feel like you discovered this. It feels like a coincidence of marvellous proportions, a secret that you discovered, that the eye is led so gracefully. In fact, it’s a carefully designed experience.

Also, it’s been illustrated by Trip Carroll with an illustration of John Marston in front of Broadway Tower, which is really quite something.

"I've now stopped accumulating stuff. Except books—but books are different. Books are more like a fluid than individual objects. It's not especially inconvenient to own several thousand books, whereas if you owned several thousand random possessions you'd be a local celebrity." Books as a fluid!

"…one of the things I learned in attempting to produce 50 interesting variants on the text is that it is very, very hard. Whatever is done to the text, it is virtually impossible to extinguish Dickens’ intention without extinguishing the whole work (as in the case of the copies which read simply “Fancy fancy fancy fancy…” or “Facts facts facts…” for 300-odd pages). The text stands; it is greater than paper." This is brilliant.

"Brogue is a Roguelike game for Mac OS X, Windows and Linux by Brian Walker." It's REALLY good: stripped-down and straightforward, as Rogue was, but with nice mouse implementation and a lovely auto-explore mode. Really rather nice.